#ifdef GL_ES
precision highp float;
#endif
varying vec2 vTextureCoord;
varying vec3 vLightWeighting;

uniform sampler2D uSampler;

void main(void) {
  vec4 textureColor = texture2D(uSampler, vec2(vTextureCoord.s, 1.0 - vTextureCoord.t));
  gl_FragColor = vec4(textureColor.rgb * vLightWeighting, 1.0);
}
